tips for squishies on Lambda split phase


AquaJAWS

 

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Stealth tip: Monitor your PvE stealth via Combat Attributes. If the stealth drops, break line of sight, stop somewhere safe, and wait for the Stealth to reactivate.


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Originally Posted by Rikis View Post
I mean, we are running Incarnate trials, I do expect my squishies to be able to handle two or three errant mobs, regardless of rank.
Two or three +3 bosses (or +4 if you don't have at least a Rare alpha) are a bit much for many squishies, especially if they don't have all their Incarnate slots filled yet (and if they're still running Lambdas odds are they don't). Even three +1 bosses can be too much for some, though with inspirations that's not as bad... assuming they happen to have any appropriate inspirations left.

As long as there are buffs / heals present some stray aggro is no big deal, but if it's one of those "split each team into about five solo / duo parts" runs then you need a fairly high end build to handle much as a squishy (especially a Blaster), and since alts that just hit 50 can run trials just like fully IOed mains you can't assume a high end build or even a single level shift. Really a lot depends on the team and what long lasting buffs you have (since buffs generally don't get reapplied once the team splits up and starts running all over the place looking for crates).


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Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Originally Posted by StratoNexus View Post
This would work a lot better if those knuckleheads hit the IDF instead of the objectives more. I am slowly trying to educate armored toons that if they attack the IDF, the rest of the team will help them kill the IDF and the objective and the squishies live a lot longer that way. One day this will trickle down to most of the population, one day...
It sucks for the aggro toon.

I do it all the time anyway, but its awful.

Its not the damage, its the endless end drains and sometimes recovery/regen debuff.

Maybe 1 out of 5 runs I might have a support player sticking with me who can help with that.

Good luck convincing your average PUG player to do this.


 

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Originally Posted by Deus_Otiosus View Post
It sucks for the aggro toon.

I do it all the time anyway, but its awful.

Its not the damage, its the endless end drains and sometimes recovery/regen debuff.

Maybe 1 out of 5 runs I might have a support player sticking with me who can help with that.

Good luck convincing your average PUG player to do this.
The end drains are rough on my WP tanker, but my Inv scrapper, oddly, has fewer problems. Once I get Ageless, I think my Tanker will do much better. My AoE melee blaster has few problems with the end drain, although the green bar can be problematic once the inspires run out.

I have taken to carrying a few blues on those characters who may get hit with EMP rockets and Drain Psyche a lot.


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Quote:
Originally Posted by StratoNexus View Post
The end drains are rough on my WP tanker, but my Inv scrapper, oddly, has fewer problems.
I'm guessing resist energies.

Quote:
Originally Posted by StratoNexus View Post
I have taken to carrying a few blues on those characters who may get hit with EMP rockets and Drain Psyche a lot.
I usually go through 4 to 8 Second Winds on my WP & SD Brutes over the course of a single Lambda.


 

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The biggest challenge for me in this segment are the mezzes. Some enemy in there also has a knockup power that hits somewhere above Mag 8--I know this because even with two +4 IOs slotted it still gets me. There is definitely a huge difference between mezz protected and unmezz protected characters in this segment. Super Speed also makes a huge difference.

PS it is generally not a good idea to drop slow patches and the like around the map unless you can handle the aggro or have to as a means to escape. Weaker characters are much better off hitting fewer enemies. The reason for this is that enemies are willing to chase you a lot further if you've hit them (with anything) than if they took some shots at you but you didn't respond. Ambushes don't care one way or another, but any enemies pulled into the halls will.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
The biggest challenge for me in this segment are the mezzes. Some enemy in there also has a knockup power that hits somewhere above Mag 8--I know this because even with two +4 IOs slotted it still gets me. There is definitely a huge difference between mezz protected and unmezz protected characters in this segment. Super Speed also makes a huge difference.
I find Acrobatics plus decent ranged defense (around 27%) really helps here on my Blaster. As long as you avoid melee / PBAoE range you usually don't get stunned, and Acrobatics can block a single hold which is all you usually need if you're just taking a bit of random fire. Sometimes I get terrorized, but usually I manage to get through with little or no inspiration use simply by sticking close to the leader, turning off my damage aura, and shooting from outside PBAoE range of the mobs. I do sometimes faceplant, but not every run. If I lag and end up separated or the team splits up a lot... well, then I much inspirations like candy and hope for the best.

Quote:
PS it is generally not a good idea to drop slow patches and the like around the map unless you can handle the aggro or have to as a means to escape. Weaker characters are much better off hitting fewer enemies. The reason for this is that enemies are willing to chase you a lot further if you've hit them (with anything) than if they took some shots at you but you didn't respond. Ambushes don't care one way or another, but any enemies pulled into the halls will.
That depends on the team. If you're staying together well and moving fast it might help to delay the mobs that are chasing you... aggroing them only matters if they ever catch you.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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My advice? Dive in head first. The concussion from hitting your head on the concrete pool bottom of failure will make you foget... sleep sleeeeeep............

I Hosp it 8 or nine times during this phase on my blaster just to show I'm trying.


 

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Waypoint that tank, brute, scrapper, spawn diving/alpha soaker moving ahead of you.

Much easier to follow them thru the 'maze' if you can see them by looking up for and at the waypoint.


 

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With my Fire/Rad troller I used to use a combo of a Stealth proc and Smoke to slip past mobs. Now, with a couple level shifts under my belt, I usually just steamroll, if I find myself all alone. I don't take out many glowies, but I do clear a path for others coming back from the hosp and earn the team some nice xp.


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Quote:
Originally Posted by rsclark View Post
If you've got Destiny, why would you ever run this PoS again?
I prefer the lamda to the BAF. Its quick and actually not hard at all if you cooperate. MUCH less lag than the BAF. I've never understood why anyone had any trouble with it at all.

The biggest key to the sabotage phase is to stick with your team leader. Stealth if you got it. Ignore the other mobs. Hit the components and move on. You do that, you should be fine!


 

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I'll throw in my support for ss+stealth. Then you don't need to rely on a tough guy.


 

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On my Dom I basically rely on a stealth Proc IO in sprint, and I pick a non-squishy and I follow them around.


 

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Originally Posted by The_Spad_EU View Post
Domination + Mass Confusion is extremely useful on that section of the trial, it allows me to pretty much solo Crates/Containment Units. The only thing I haven't been able to verify yet is what happens temp-wise if mobs destroy a container without any player interaction...
I've killed a create (solo) with mass confusion & confuse on my mind controller. And you get the credit.


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This is a great thread. I hope more people read it. I was just on a lam this afternoon that failed because the warehouse team only got 1 crate. It's really not very hard to accomplish that phase if the player knows what he/she is doing. On that very same run I was on a Fire/Kin corr with naught a single incarnate ability and managed to stay alive the whole phase by using inspirations and working as a team.


 

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Here's another tip: let sleeping dogs lie. Doms and controllers can get a good bit of use out of their sleeps here if teammates recognize sleeping mobs and leave them alone. In the end, everyone is safer and happier.


 

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I'm curious about whether anybody knows whether Wormhole will teleport the spawn away from the container, or if the container goes with it?

I realize there are alpha strike issues with that, but have plans for mitigating that.


 

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Originally Posted by Scientist View Post
I'm curious about whether anybody knows whether Wormhole will teleport the spawn away from the container, or if the container goes with it?

I realize there are alpha strike issues with that, but have plans for mitigating that.
The container stays. I've also found that following up with Dimension Shift on the freshly moved mobs helps quite a bit too.


 

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I keep my Cold Def near a meat shield to absorb agg that I may generate w/ Snow Storm and my other AOEs >.>